Duskblade Spells

Acid Splash - Conjuration
Arcane Mark - Universal
Dancing Lights - Evocation
Daze - Enchantment
Detect Magic - Divination
Detect Secret Doors - Divination
Disrupt Undead - Necromancy
Flare - Evocation
Ghost Sound - Illusion
Light - Evocation
Mage Hand - Transmutation
Open-Close - Transmutation
Prestidigitation - Universal
Ray of Frost - Evocation
Read Magic - Divination
Spark - Evocation

0-Level Duskblade Spells

Conj

Div

Evoc

Illu

Necr

1st-Level Duskblade Spells

Abjur

  • Lesser Deflect: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Conj

Div

Ench

  • Rouse: Awakens creatures in area.

Evoc

Illu

  • Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.

Necr

  • Blade of Blood: Weapon deals +1d6, or +3d6 if you take 5 points of damage.
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  • Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
  • Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str penalty.

Tran

2nd-Level Duskblade Spells

Abjur

  • Deflect: Gain bonus to AC for one attack.

Conj

  • Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
  • Dimension Hop: Teleport subject short distance.

Div

Ench

Evoc

  • Bigby's Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.
  • Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
  • Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject.

Illu

Necr

  • Ghoul Touch: Paralyzes one subject, which exudes stench.

Tran

3rd-Level Duskblade Spells

Abjur

Conj

  • Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points.
  • Regroup: Teleports nearby allies to your side.

Necr

Tran

  • Crown Of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
  • Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
  • Energy Surge: As lesser energy surge, but 2d6 damage.
  • Greater Magic Weapon: +1 bonus/four levels (max +5).
  • Halt: Subject's feet become stuck to the ground.
  • Keen Edge: Doubles normal weapons threat range.

4th-Level Duskblade Spells

Abjur

Conj

Evoc

  • Channeled Pyroburst: Deal fire damage, amount and radius based on casting time.
  • Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
  • Interposing Hand: Hand provides cover against one opponent.
  • Shout: Deafens all within cone and deals 5d6 sonic damage.

Illu

Necr

5th-Level Duskblade Spells

Abjur

  • Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.

Ench

Evoc

  • Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
  • Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  • Polar Ray: Ranged touch attack deals 1d6/level cold damage.
  • Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.

Necr

Tran

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